1. 15 Jun, 2009 1 commit
  2. 23 Mar, 2009 1 commit
  3. 20 Feb, 2009 1 commit
  4. 12 Jun, 2007 1 commit
  5. 09 Apr, 2007 1 commit
  6. 06 Dec, 2006 1 commit
  7. 10 Oct, 2006 1 commit
  8. 10 Jun, 2006 1 commit
  9. 07 Jun, 2006 1 commit
    • H. Verbeet's avatar
      d3d8: Fix QueryInterface. · d06aa8d8
      H. Verbeet authored
      QueryInterface should return S_OK on success and set the object
      pointer to NULL on failure. This is similar to the patch Ivan
      submitted a while ago for wined3d.
      d06aa8d8
  10. 23 May, 2006 1 commit
  11. 22 May, 2006 1 commit
  12. 20 May, 2006 1 commit
  13. 06 Apr, 2006 1 commit
  14. 04 Apr, 2006 1 commit
  15. 28 Mar, 2006 1 commit
  16. 27 Mar, 2006 1 commit
  17. 10 Mar, 2006 1 commit
  18. 20 Feb, 2006 1 commit
  19. 16 Feb, 2006 1 commit
  20. 14 Feb, 2006 1 commit
  21. 10 Nov, 2005 1 commit
  22. 27 May, 2005 1 commit
  23. 24 Jan, 2005 1 commit
  24. 09 Jan, 2005 1 commit
  25. 08 Sep, 2004 2 commits
  26. 23 Aug, 2004 1 commit
  27. 12 Aug, 2004 1 commit
  28. 05 Sep, 2003 1 commit
  29. 18 Jun, 2003 1 commit
  30. 04 Jun, 2003 3 commits
    • Raphael Junqueira's avatar
      - cleaning of volume.c/volumetexture.c as done previously for · e4882b15
      Raphael Junqueira authored
        surface.c/*texture.c (with add of lockable, locked and Dirty flags)
      - add of dirtyRect/dirtyBox for better dirtification management (not
        used yet, but huge optimisation can be possible now)
      - fix some debug traces (well it's better to use debug_d3dpool)
      - fix some stupid regression on point parameters (forgot to check
        extension on fillcaps)
      e4882b15
    • Raphael Junqueira's avatar
      - some cleanups · 0b5e9d9f
      Raphael Junqueira authored
      - more cubetextures fixes (now d3d8 sdk cubemap sample work almost
        perfectly)
      - add a new debug function "debug_d3dpool" and use it
      - add a new param (the device) for the conversions functions (because
        we need to check caps to see how to convert)
      - some crashes fixed in render to surface code with no stencil-depth
        surface
      - a very simple cliplane fix
      - a stupid palettes fix (stupid language)
      - begin of anisotropic filter support
      - begin of compressed textures support
      - a very useful debug functions: IDirect3DSurface8Impl_SaveSnapshot to
        dump surfaces as png ;)
      - many useful surfaces debug code (using SaveSnapshot)
      0b5e9d9f
    • Raphael Junqueira's avatar
      - implemented render to surfaces (and render to new rendertargets) · 3cae8cfa
      Raphael Junqueira authored
        using glx pbuffers (with a useful debug code to display rendered
        surface into window drawable)
      - better cubetextures
      - split utilities functions into utils.c and added more
      - more readable debug again
      - a better caps code (not perfect but i'll use glx code later)
      - use of the new caps code
      - begin of UpdateTexture
      - begin of Cursor support
      - cleaning most of deprecated #if 0/#endif
      - correct some lockable/unlockable behavior
      - correct some returns code
      3cae8cfa
  31. 17 May, 2003 1 commit
    • Raphael Junqueira's avatar
      - mor usefull debug functions debug_d3dusage and debug_d3ddevicetype · 9489f8bd
      Raphael Junqueira authored
      - fix a crash in pixel shader parser (happened with unreal2)
      - currently desactive pixel shaders caps (with #define) while hw
        shaders code isn't merged
      - when we have a special debug channel for shader, use it ;)
      - fix again some stubs return value
      - more more readable traces now (principaly IDirect3D8 capacities
        check and surface locking code) using new debug functions
      - fix/cleaning the surface locking code
      - now we support D3DTOP_SUBSTRACT so declare it in caps
      - now support true 32bit (well X 24 bit can be used as 32 bit in caps
        code)
      - first try to get D3DTSS_TCI_CAMERASPACENORMAL and
        D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR look good
      - native support 32 bit support (now application can choose 16 or 32
        bit support) if current resolution is 24 bit (as we can only launch
        games in windowed mode)
      - textures palettes support
      - fix reflexion placement code (the sdk sample begin to work)
      - fix a stupid crash when using traces in vshaderdeclaration
      - more more readable traces (init/caps)
      - more cubetextures fixes
      9489f8bd
  32. 15 May, 2003 1 commit
  33. 13 May, 2003 1 commit
  34. 12 May, 2003 1 commit
    • Raphael Junqueira's avatar
      - surface pool init fixes · eb36d31d
      Raphael Junqueira authored
      - minor indentation and traces fixes
      - fix locking/unlocking/dirty behavior (dirtify on lock) +
        optimisations (only copy when dirty)
      - fix IDirect3DDevice8::Clear behavior (problem seen after a
        locking/unlocking code error)
      - begin to fix volume and cube textures management
      eb36d31d
  35. 12 Apr, 2003 1 commit
  36. 14 Jan, 2003 1 commit
  37. 17 Dec, 2002 1 commit
    • Raphael Junqueira's avatar
      - some D3D8 fixes · e31ae926
      Raphael Junqueira authored
      - beginning of shaders support (Vertex and Pixel Shaders 1.1 on
        DirectX8)
      - beginning of D3DX8 support the D3D8 utility API (very basic, only
        the core header)
      e31ae926